using Unity.Burst;
using Unity.Entities;

[UpdateInGroup(typeof(LateSimulationSystemGroup))]
partial struct ResetEventSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        foreach (RefRW<Player> player in SystemAPI.Query<RefRW<Player>>())
        {
            player.ValueRW.onShoot = false;
        }
    }
}
